 Add...
#1795 posted by . on 2005/02/19 18:36:19
even more little debris, and some debris/dirt/bitgs decal on the floor and such.
 ^
#1796 posted by . on 2005/02/19 18:36:42
bits, not bitgs
 .
#1797 posted by necros on 2005/02/19 23:18:34
finaly, a d3 screenshot that isn't so dark i can't see anything!
some of the wires should hang down, possibly with some ripped completly out and sparking and swinging around. :) (if that's possible o_o)
the rest looks fine to me.
 Well.
#1798 posted by Friction on 2005/02/20 23:52:35
Swinging wires and sparks definitely are doable, but as I just broke 100.000 r_speeds in that area, I'm bit worried about adding extra detail.
What are acceptable FPS rates anyawys? Did the ID maps cause framerates to drop below 20 when not in combat for anyone here? Because that's what happening here..
 Hmmm
#1799 posted by DaZ on 2005/02/21 05:32:44
I would say try and keep fps at around 25-30 minimum..
The hard thing is that performance varies A LOT between each generation of graphics cards on doom 3 from what I have seen, and the best way to keep framerates up on lower gen hardware is to keep the lightcounts per face down as much as possible (yeah... duh).
Sounds obvious, but from all the systems I have tested my map on (geforce3, geforce4mx, radeon 9800se, radeon 9800xt) that seems to be the best way to keep fps up. good portaling comes next, followed by actual scene detail levels (polygon wise) ...
Err hope that helps someone!
 Random Doom3 Mappage
#1800 posted by metlslime on 2005/02/22 02:33:03
These are from a map I built over the past week for a design test. The spec was to build a Maginot-Line-style bunker in Doom 3:
http://www.celephais.net/shite/bunker1.jpg
http://www.celephais.net/shite/bunker2.jpg
http://www.celephais.net/shite/bunker3.jpg
http://www.celephais.net/shite/bunker4.jpg
Overall it's a bit plain, but it's hard to make a map like this without lots of sppopriate models to scatter about. Oh, and the hazard striping is goofy as hell, I realized.
Note: textures are mine, too.
 Appropriate
#1801 posted by metlslime on 2005/02/22 02:34:05
 Metlslime
#1802 posted by JPL on 2005/02/22 02:51:14
Wow, really good screenshots. I visited in my youth a part of the Maginot-line (I'm native from North-East of france, so, it's a part of my "cultural" knowledges...). I found the screenshots very realistic, as far as I remember !! Nice textures as well...
Just take a look at (it's in french.. sorry...)
http://verpelliere.free.fr/hackenberg.htm
http://www.le-site-web.com/onac57/site-mf/Veckring.html
http://www.ifrance.com/letunnel/maginot/fortif.htm
The last web site is slow, but full of interesting photos... ;)
 Hey!
#1803 posted by Friction on 2005/02/22 06:16:47
Nice textures there, subtle. With some more detail and junk thrown about, it would be quite HL2ish.
 Lonely Q1 Screenie
#1804 posted by BlackDog on 2005/02/22 07:52:48
 I Like The Shapes ...
#1805 posted by . on 2005/02/22 08:28:18
But some will peck you to death about using the same tex on walls and ceiling.
Do as you want, I say.
 On The Floor Too, Actually
#1806 posted by BlackDog on 2005/02/22 08:41:24
wizmet1_2: the gift that keeps on giving.
I'll try not to overuse it.
 .
#1807 posted by necros on 2005/02/22 11:09:32
i like the ceiling details and the 45 degree angles. :)
lighting is fine
 I Like That
#1808 posted by nitin on 2005/02/22 13:27:31
looks good blackdog
 45 Degree Angles Make Everything Better
#1809 posted by Friction on 2005/02/23 02:10:14
Seriously.
Lovely corridor that, but I want to see a junction and room entrance next. Making them to look good while using complex corridor designs is the hardest part.
 Metlslime:
#1810 posted by - on 2005/02/23 10:15:55
Awesome work!
 Lighting Needs More Drama
#1811 posted by Friction on 2005/02/25 00:22:14
http://www.kolumbus.fi/ville.nieminen/bright1.jpg
Shame I didn't think of adding floor height variations here before it was too late (read: can't be arsed to re-map that much anymore)
 ,
#1812 posted by necros on 2005/02/25 00:32:36
nice, it's not completly pitch black like most of d3's maps. ;) having proper lighting gives the chance to show off the brushwork a lot more.
also, the style feels different from the original game. still feels like doom, but not typical delta/alpha labs stuff. well, that could just be the lighting. ;)
nice work. :)
 Friction
#1813 posted by JPL on 2005/02/25 00:39:29
Looks cool, rather a nice space-ship/base corridor, I like it ! ... and now go map.. ;)
 It Could Just Be That Angle And All The Bumpmapping
#1814 posted by nitin on 2005/02/25 03:32:10
but that looks like it suffers from what I call "ut2004 syndrome". By that I mean that it looks 'overdetailed and cluttered' if there is such a thing.
then again, I havent played any new engine games so maybe they all look like that.
 Nitin Has A Point
#1815 posted by Friction on 2005/02/25 05:23:19
I know I've went overboard on some of the wall details due to the lack of planning. Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left. I'll fixx0rate.
 Friction
#1816 posted by nitin on 2005/02/25 06:52:26
"Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left"
thats what I was trying to say.
 Friction
#1817 posted by Kinn on 2005/02/25 07:24:57
Looks very, very good; especially the lighting. I think I also agree with nitin, in that the wedge wall extrusions on the left corridor might be a bit too much.
#1818 posted by Zwiffle on 2005/02/25 11:46:59
Looks like the Happy Days of Doom3 maps.
 MP Thomasc Teaser
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